修改水
This commit is contained in:
@@ -1,97 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi
|
||||
{
|
||||
public class ComputeChainConstraintsBatch : ComputeConstraintsBatchImpl, IChainConstraintsBatchImpl
|
||||
{
|
||||
GraphicsBuffer firstIndex;
|
||||
GraphicsBuffer numIndices;
|
||||
GraphicsBuffer restLengths;
|
||||
|
||||
GraphicsBuffer ni;
|
||||
GraphicsBuffer diagonals;
|
||||
|
||||
public ComputeChainConstraintsBatch(ComputeChainConstraints constraints)
|
||||
{
|
||||
m_Constraints = constraints;
|
||||
m_ConstraintType = Oni.ConstraintType.Chain;
|
||||
}
|
||||
|
||||
public void SetChainConstraints(ObiNativeIntList particleIndices, ObiNativeVector2List restLengths, ObiNativeIntList firstIndex, ObiNativeIntList numIndex, int count)
|
||||
{
|
||||
this.particleIndices = particleIndices.AsComputeBuffer<int>();
|
||||
this.firstIndex = firstIndex.AsComputeBuffer<int>();
|
||||
this.numIndices = numIndex.AsComputeBuffer<int>();
|
||||
this.restLengths = restLengths.AsComputeBuffer<Vector2>();
|
||||
|
||||
int numEdges = 0;
|
||||
for (int i = 0; i < numIndex.count; ++i)
|
||||
numEdges += numIndex[i] - 1;
|
||||
|
||||
ni = new GraphicsBuffer(GraphicsBuffer.Target.Structured, numEdges, 16);
|
||||
diagonals = new GraphicsBuffer(GraphicsBuffer.Target.Structured, numEdges, 12);
|
||||
|
||||
m_ConstraintCount = count;
|
||||
}
|
||||
|
||||
public override void Destroy()
|
||||
{
|
||||
ni.Dispose();
|
||||
diagonals.Dispose();
|
||||
}
|
||||
|
||||
public override void Evaluate(float stepTime, float substepTime, int steps, float timeLeft)
|
||||
{
|
||||
if (m_ConstraintCount > 0)
|
||||
{
|
||||
var shader = ((ComputeChainConstraints)m_Constraints).constraintsShader;
|
||||
int projectKernel = ((ComputeChainConstraints)m_Constraints).projectKernel;
|
||||
|
||||
shader.SetBuffer(projectKernel, "particleIndices", particleIndices);
|
||||
shader.SetBuffer(projectKernel, "firstIndex", firstIndex);
|
||||
shader.SetBuffer(projectKernel, "numIndices", numIndices);
|
||||
shader.SetBuffer(projectKernel, "restLengths", restLengths);
|
||||
|
||||
shader.SetBuffer(projectKernel, "ni", ni);
|
||||
shader.SetBuffer(projectKernel, "diagonals", diagonals);
|
||||
|
||||
shader.SetBuffer(projectKernel, "positions", solverImplementation.positionsBuffer);
|
||||
shader.SetBuffer(projectKernel, "invMasses", solverImplementation.invMassesBuffer);
|
||||
shader.SetBuffer(projectKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
|
||||
shader.SetBuffer(projectKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
|
||||
|
||||
shader.SetInt("activeConstraintCount", m_ConstraintCount);
|
||||
shader.SetFloat("deltaTime", substepTime);
|
||||
|
||||
int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
|
||||
shader.Dispatch(projectKernel, threadGroups, 1, 1);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Apply(float substepTime)
|
||||
{
|
||||
if (m_ConstraintCount > 0)
|
||||
{
|
||||
var parameters = solverAbstraction.GetConstraintParameters(m_ConstraintType);
|
||||
|
||||
var shader = ((ComputeChainConstraints)m_Constraints).constraintsShader;
|
||||
int applyKernel = ((ComputeChainConstraints)m_Constraints).applyKernel;
|
||||
|
||||
shader.SetBuffer(applyKernel, "particleIndices", particleIndices);
|
||||
shader.SetBuffer(applyKernel, "firstIndex", firstIndex);
|
||||
shader.SetBuffer(applyKernel, "numIndices", numIndices);
|
||||
|
||||
shader.SetBuffer(applyKernel, "positions", solverImplementation.positionsBuffer);
|
||||
shader.SetBuffer(applyKernel, "deltasAsInt", solverImplementation.positionDeltasIntBuffer);
|
||||
shader.SetBuffer(applyKernel, "positionConstraintCounts", solverImplementation.positionConstraintCountBuffer);
|
||||
|
||||
shader.SetInt("activeConstraintCount", m_ConstraintCount);
|
||||
shader.SetFloat("sorFactor", parameters.SORFactor);
|
||||
|
||||
int threadGroups = ComputeMath.ThreadGroupCount(m_ConstraintCount, 128);
|
||||
shader.Dispatch(applyKernel, threadGroups, 1, 1);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user